First Killzone screenshot/details? So says USAToday..

Indeed. It's worth pointing out that 1 million polygons is one polygon for every pixel... If you could use that many polygons in uber-efficient ways, you could get perfect results. Or putting it another way, if KZ2 has the same model complexity as UT3, and KZ does it in 1 million polys per frame, and UT3 gets the same result using 3 million polygons, is what KZ does a bad thing, or an impressive accomplishment?
 
I thought people wanted more polygons instead of mapping technique (based on discussions in this thread)! ;)

I myself would like a combination and good use of the polygons and textures.
 
I thought people wanted more polygons instead of mapping technique (based on discussions in this thread).
Conventional polys, sure, more is better. But imagine an engine where everything was high-order surfaces, and at render-time this was tessellated down to one polygon per pixel based on visibility. You'd get perfect rendering with no visible corners. That's smarter polygons. And in this case the scene could well be twice the size, with half the polygons in the scene not being drawn - it's a two and a half million triangle scene with well over one million visible polygons.

There's no clarity to the one million polygon figure, so know way to gauge and sense of technical accomplishment from the engine by referencing it. Chances are they're pushing 6 billion triangles per scene, or so my cunning sources would have me believe...
 
I really like how the camera reacts when you get shot. You can see it clearly in the BBC-video when the GG guy talks about the game and not playing in the beginning of the level.
 
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Very impressed with the BBC footage. Moves very smooth and fluid too. Not bad indeed! Very nice art-direction.
 
Aww no need for rolleyes, I marked the spots out for you. Still visible even though the image has compression artifacts.

http://i176.photobucket.com/albums/w193/NebulasPhotoPocket/rim--screenshotmarked.jpg

Original screenshot in fullsize and less blurry.
http://www.gamesradar.com/gb//image...lk Viewers/PS3/2007-08-16/rim--screenshot.jpg

They talked about the low resolution shadowmaps (512x512) in the presentation (see other tech thread). It's not an AA issue, they are using 4x AA.

http://forum.beyond3d.com/showpost.php?p=1047488&postcount=234
 
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